forked from bartvdbraak/blender
gameplayer will use blender materials automatically
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4c966a3141
commit
6c325d74f5
@ -494,11 +494,12 @@ bool GPG_Application::initEngine(GHOST_IWindow* window, const int stereoMode)
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bool profile = (SYS_GetCommandLineInt(syshandle, "show_profile", 0) != 0);
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bool frameRate = (SYS_GetCommandLineInt(syshandle, "show_framerate", 0) != 0);
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bool useVertexArrays = SYS_GetCommandLineInt(syshandle,"vertexarrays",1) != 0;
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#ifdef GL_ARB_multitexture
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int gameflag =(G.fileflags & G_FILE_GAME_MAT);
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// ----------------------------------
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if(bgl::RAS_EXT_support._ARB_multitexture && bgl::QueryVersion(1, 1)) {
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m_blendermat = (SYS_GetCommandLineInt(syshandle, "blender_material", 0) != 0);
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m_blendermat = (SYS_GetCommandLineInt(syshandle, "blender_material", gameflag) != 0);
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int unitmax=0;
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glGetIntegerv(GL_MAX_TEXTURE_UNITS_ARB, (GLint*)&unitmax);
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bgl::max_texture_units = MAXTEX>unitmax?unitmax:MAXTEX;
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@ -59,7 +59,7 @@
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extern "C"
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{
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#endif // __cplusplus
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#include "BKE_global.h"
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#include "BLI_blenlib.h"
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#include "DNA_scene_types.h"
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#include "BLO_readfile.h"
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@ -605,7 +605,7 @@ int main(int argc, char** argv)
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#ifdef NDEBUG
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if (closeConsole)
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{
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::FreeConsole(); // Close a console window
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//::FreeConsole(); // Close a console window
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}
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#endif // NDEBUG
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#endif // WIN32
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@ -613,7 +613,8 @@ int main(int argc, char** argv)
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Scene *scene = bfd->curscene;
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strcpy (pathname, maggie->name);
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char *startscenename = scene->id.name + 2;
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G.fileflags = bfd->fileflags;
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titlename = maggie->name;
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// Check whether the game should be displayed full-screen
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